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https://github.com/Team-Resurgent/XBMC4Xbox.git
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150 lines
3.9 KiB
C++
150 lines
3.9 KiB
C++
/*
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* Copyright (C) 2005-2013 Team XBMC
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* http://xbmc.org
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*
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* This Program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2, or (at your option)
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* any later version.
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*
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* This Program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with XBMC; see the file COPYING. If not, see
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* <http://www.gnu.org/licenses/>.
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*
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*/
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#include "system.h"
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#include "Splash.h"
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#include "guiImage.h"
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#include "FileSystem/File.h"
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#include "log.h"
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using namespace XFILE;
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CSplash::CSplash(const CStdString& imageName)
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{
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m_ImageName = imageName;
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}
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CSplash::~CSplash()
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{
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Stop();
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}
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void CSplash::OnStartup()
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{}
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void CSplash::OnExit()
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{}
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void CSplash::Process()
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{
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D3DGAMMARAMP newRamp;
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D3DGAMMARAMP oldRamp;
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g_graphicsContext.Lock();
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g_graphicsContext.Get3DDevice()->Clear(0, NULL, D3DCLEAR_TARGET, 0, 0, 0);
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g_graphicsContext.SetCameraPosition(CPoint(0, 0));
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float w = g_graphicsContext.GetWidth() * 0.5f;
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float h = g_graphicsContext.GetHeight() * 0.5f;
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CGUIImage* image = new CGUIImage(0, 0, w*0.5f, h*0.5f, w, h, m_ImageName);
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image->SetAspectRatio(CAspectRatio::AR_KEEP);
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image->AllocResources();
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// Store the old gamma ramp
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g_graphicsContext.Get3DDevice()->GetGammaRamp(&oldRamp);
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float fade = 0.5f;
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for (int i = 0; i < 256; i++)
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{
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newRamp.red[i] = (int)((float)oldRamp.red[i] * fade);
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newRamp.green[i] = (int)((float)oldRamp.red[i] * fade);
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newRamp.blue[i] = (int)((float)oldRamp.red[i] * fade);
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}
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g_graphicsContext.Get3DDevice()->SetGammaRamp(GAMMA_RAMP_FLAG, &newRamp);
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//render splash image
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#ifndef HAS_XBOX_D3D
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g_graphicsContext.Get3DDevice()->BeginScene();
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#endif
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image->Render();
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image->FreeResources();
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delete image;
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//show it on screen
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#ifdef HAS_XBOX_D3D
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g_graphicsContext.Get3DDevice()->BlockUntilVerticalBlank();
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#else
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g_graphicsContext.Get3DDevice()->EndScene();
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#endif
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g_graphicsContext.Get3DDevice()->Present( NULL, NULL, NULL, NULL );
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g_graphicsContext.Unlock();
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//fade in and wait untill the thread is stopped
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while (!m_bStop)
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{
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if (fade <= 1.f)
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{
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Sleep(1);
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for (int i = 0; i < 256; i++)
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{
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newRamp.red[i] = (int)((float)oldRamp.red[i] * fade);
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newRamp.green[i] = (int)((float)oldRamp.green[i] * fade);
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newRamp.blue[i] = (int)((float)oldRamp.blue[i] * fade);
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}
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g_graphicsContext.Lock();
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g_graphicsContext.Get3DDevice()->SetGammaRamp(GAMMA_RAMP_FLAG, &newRamp);
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g_graphicsContext.Unlock();
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fade += 0.01f;
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}
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else
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{
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Sleep(10);
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}
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}
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g_graphicsContext.Lock();
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// fade out
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for (float fadeout = fade - 0.01f; fadeout >= 0.f; fadeout -= 0.01f)
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{
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for (int i = 0; i < 256; i++)
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{
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newRamp.red[i] = (int)((float)oldRamp.red[i] * fadeout);
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newRamp.green[i] = (int)((float)oldRamp.green[i] * fadeout);
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newRamp.blue[i] = (int)((float)oldRamp.blue[i] * fadeout);
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}
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Sleep(1);
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g_graphicsContext.Get3DDevice()->SetGammaRamp(GAMMA_RAMP_FLAG, &newRamp);
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}
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//restore original gamma ramp
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g_graphicsContext.Get3DDevice()->Clear(0, NULL, D3DCLEAR_TARGET, 0, 0, 0);
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g_graphicsContext.Get3DDevice()->SetGammaRamp(0, &oldRamp);
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g_graphicsContext.Get3DDevice()->Present( NULL, NULL, NULL, NULL );
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g_graphicsContext.Unlock();
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}
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bool CSplash::Start()
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{
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if (m_ImageName.IsEmpty() || !CFile::Exists(m_ImageName))
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{
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CLog::Log(LOGDEBUG, "Splash image %s not found", m_ImageName.c_str());
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return false;
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}
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Create();
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return true;
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}
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void CSplash::Stop()
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{
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StopThread();
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}
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bool CSplash::IsRunning()
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{
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return (m_ThreadHandle != NULL);
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}
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